Jump to content
The Dark Mod Forums

Recommended Posts

Posted (edited)

I know that since the developer team has little or no access to Mac machines it's been hard to get Mac builds up. In the past, at least in the case of 1.08, users has been contributing builds themselves. For 1.08, malex984 did the work to get it running pretty much flawlessly. Can it be done again, for 2.0 this time? Anyone else with the skills up for it?

 

Also, congratulations on the new release! Milestone stuff!

Edited by texmex
  • Like 1
Posted (edited)

I agree with this. The 1.08 fix worked great, but I really want to check out the new 2.0 on mac. I would be willing to pay for a mac release.

Edited by mintmind
Posted
I may be interested to do the Mac adaptation, depending on the interest in it.Who will be ready to help out and test it?

Hi Malex, I was the one who updated the instructions to the wiki for your 1.08 update. I now have a 'Hackintosh' (Core i7 2.6Ghz, nVidia NVS4200) which should be just about fast enough to do testing on.

bhm_banner.jpg

Posted

TODOs i am thinking about:

* make a git repository with official sources (exists already) and fixed sources for OSX (not yet),

* produce instructions on creating working setup and building binaries

 

 

Besides, I will likely refrain from producing binaries for everybody (there will be source updates only).

Therefore please get and install XCode (preferably the latest available for your OSX) if you want to help or test.

 

Any comments?

Posted
Besides, I will likely refrain from producing binaries for everybody (there will be source updates only).

Therefore please get and install XCode (preferably the latest available for your OSX) if you want to help or test.

 

Any comments?

Least I can do I guess, although I'm not very apt in compiling. :)

Posted

For the next 'major' release I plan to have us moved over to cmake/sdl, which will remove a lot of the work/effort on the OSX side of things, I will need people to test it. But yeah, I do plan on trying to make the OSX side a lot more pleasant to build :)

Posted

For the next 'major' release I plan to have us moved over to cmake/sdl, which will remove a lot of the work/effort on the OSX side of things, I will need people to test it. But yeah, I do plan on trying to make the OSX side a lot more pleasant to build :)

Next major is still far away I suppose?

Posted

For the next 'major' release I plan to have us moved over to cmake/sdl, which will remove a lot of the work/effort on the OSX side of things, I will need people to test it. But yeah, I do plan on trying to make the OSX side a lot more pleasant to build :)

 

I had a hard time dealing with BOTH scons and xcode projects when i was adapting TDM 1.8 for OSX :(

For me a build system with cmake would be very handy :)

What is its state right now?

Posted

What is its state right now?

 

I am going to do the whole port from scratch again, it took 3-4 full days last time to get it perfect-ish. I will be porting on FreeBSD -Current, so we share a fair bit of similarity, should be fairly easy once its all done.

 

I will start on it this weekend. I assume we'll do a minor revision for some path issues in the next few days (just new bins), but... yeah other than that I don't see a point trying to rush the porting work.

Posted

My git repo (https://bitbucket.org/malex984/tdm/) is a bit out of date right now but i will update it soon.

This repo is private but i can invite any bitbucket user as a collaborator - please register and let me know your nickname there.

 

ps:

Alternatively, i could make this repo. public, but i am not sure about the current policy of the TDM core team with respect to the mirroring of the official SVN repo.

Please let me know if it would be Ok?!

Besides, as i was out of touch for quite a while - what about an official git mirror for TDM?

Posted

Interested in getting you SVN access to TDM's sourcecode SVN and letting you create and work on a branch there?

Posted

Hey Malex, I'd be willing to help out. I have a bit of experience with coding and stuff, but nothing really major (I mainly use it to solve mathematical problems).

You can call me Phi, Numbers, Digits, Ratio, 16, 1618, or whatever really, as long as it's not Phil.

Posted

I also tried compiling using this guide and got no where, though I didn't have much time to try and figure out where it went wrong. I installed scons using Homebrew so this might have caused some problems with environment variables. The very first error that cause the compilation to fail was:

In file included from game/../idlib/precompiled.h:135,
			 from game/precompiled_game.h:28:
game/../idlib/../renderer/qgl.h:47:16: error: gl.h: No such file or directory
In file included from game/../idlib/../renderer/qgl.h:58,
			 from game/../idlib/precompiled.h:135,
			 from game/precompiled_game.h:28:

 

and then a slew of errors after that.

 

I'm not sure what the flag MACOSX_TARGET_ARCH="i386" is supposed to do. I could not find a reference to it in the SConstruct file, though I admit I dont know much about scons.

 

Anyways, I'd like to help in the work of getting a Mac build of the game.

My specs are:

Model Identifier: MacBookPro3,1

Processor 2.4 GHz Intel Core 2 Duo

Memory 6 GB 667 MHz DDR2 SDRAM

Graphics NVIDIA GeForce 8600M GT 256 MB

Software OS X 10.8.5 (12F37)
Posted

Yeah, scons scripts do not support MacOsX at the time + sources have to be fixed in order to be compileable under OSX.

 

i will be pushing my rough fixes to the bitbucket repo i mentioned before...

  • 2 weeks later...
Posted

Ok. I tried to use the present scons build system and managed to produce libgame.dylib after fixing some issues (sorry, not yet pushed to the repo) :-)

 

Why, i wonder, ONLY x86 bit cpu architecture is supported and 32 bit host machine is assumed during the build process?

Does this mean that there will be no 64 bit build of TDM?

 

Further on, what is the point of GLimp? GL-logging?

  • Like 1
Posted

The Dhewm 3 branch merge should resolve the 64-bit question. As for the lack of PPC? This may be a remnant from changes that were made when it was presumed we would not

be getting any assistance with the MAC builds? Perhaps this will help you find the missing bits:

 

http://fabiensanglard.net/doom3_macosx/index.php

 

?

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • JackFarmer

      "The Year of the Rat." 
      😄

      Al Stewart must be proud of you!
      Happy testing!
      @MirceaKitsune
      · 1 reply
    • datiswous

      I posted about it before, but I think the default tdm logo video looks outdated. For a (i.m.o.) better looking version, you can download the pk4 attached to this post and plonk it in your tdm root folder. Every mission that starts with the tdm logo then starts with the better looking one. Try for example mission COS1 Pearls and Swine.
      tdm_logo_video.pk4
      · 2 replies
    • JackFarmer

      Kill the bots! (see the "Who is online" bar)
      · 3 replies
    • STiFU

      I finished DOOM - The Dark Ages the other day. It is a decent shooter, but not as great as its predecessors, especially because of the soundtrack.
      · 5 replies
×
×
  • Create New...